AuthorTopic: Projects and Renders (Read 16870 times)

Just a bit of advice from a amateur pilot though; few aircraft could perform those aerobatics, especially as quickly as you had it portrayed. That plane in the real world is a sluggish transport, and would not be designed for any kinds of advanced manuevering. Also when planes do a simple roll, it takes a masterfull pilot in an overpowered aircraft in order to keep the plane going straight and level. When planes are upside-down, especially big transports like that, their noses tends to fall towards the ground due to the wing's aerodynamic lift pushing downwards. If you get the chance, try watching some videos of similar planes in Microsoft Flight Simulator. It'll show you about what those planes are capable of. I would slow down the animation to a more realistic level. Look for statistics about the turn rates and radii of different aircraft. I know an F-15, a powerful fighter plane, cannot get into a tailspin(where the plane rotates around it's nose and falls like a brick) without the pilot getting very nervous as to whether he can get out of it. A cargo plane has even more to worry about since it will not have the thrust to push out of a tailspin.

Here is a link to a site that shows the basics of flight. It might help you alot with the manuevers and timing.

Thank you ADSohr for the feedback. Although that transport animation is an old animation, roughly a year old by now I think. I play a bit of flight sims myself but I have to admit I forgot to replicate some of those behaviors there while animating that "Sea Duck" long ago. I've been on the lookout for aircraft pages such as what you've linked me to so you have my gratitude. And I wouldn't mind reading all that I love aircraft that much. (I first wanted to be a pilot but somewhere along the way well a few things happen so now I'll just animate those adventures I've dreamed of.)

Maxmilianibus, the song is "Life of a Salesman" by Yellowcard

EDIT:

So here's what I've got so far. Still a few things to do but I finished it in time for its intended purpose. Wasn't able to revise the aircraft animation. I just replaced the model.

That's a coincidence, I've always wanted to be a helicopter pilot. My dad taught me to think about "how" things work, so I've got a fairly good understanding of "how" aerodynamics works, and why.

One more bit of flying info;

There are a bunch of those videos! It may not teach us the exact statistics of each aircraft, but it does show how to make effective flying scenes. They are too cool.

Superb charachter animation though! It's not every day there's any contact between charachters. Doing a hug in FK and without collisions is quite a task! I also just noticed that you used spotlamps to make what appeared to be shadows and breaks in the clouds. Nice subtle touch there.

I love "Dogfights". One of my favorite documentaries. I catch them on history channel every week. Good reference material to work with. I like trying to figure out how and why they chose certain camera angles and why they work so well. I'll get to work fixing up the flying sequences as soon as I get home.

Regarding the clouds: Er... thanks. But my original intention with that is actually just a quick solution to light up the plane against the blue sea. But that's a nice idea though. Instead of making shadows, use lights.

I actually didn't light up any of those scenes save for those spotlights.

That works too . One thing I've learned is that if you take an area lamp and put it behind the object, it will make the object pop out of the background a bit better. I've never really played with it much, but it is common practice to use the 3-point lighting system.

So... I decided to post what I've been working on to practice modelling and texturing.

Yes this is KH 2 Sora. What better way to practice making game-esque models than to do a model with pre-existing models to base off from to know what the bloody heck is right and wrong xD Some parts though don't bend well due to my topology. I need to make allowances for those pockets/pouches next time.

Model is around 1.4k polys. Designed to match a certain PSP game hence the render size and quality.

I shall upload my first attempt at making Sora tomorrow. He was the second character I tried making way back in 2006. To see how far I've gone.

I think GIF's are a great idea! I would do something like that, but the only program I can make GIFs with can only make up to 255x255 and 50 framesThis is only 40 frames and I think it skipped some when i tried to upload it